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- #version 150
- out vec3 a_color;
- noperspective in vec2 v_texCoords;
- uniform sampler2D u_texture;
- uniform int u_mip;
- void main ()
- {
- vec2 tmpvar_1;
- tmpvar_1 = (1.0/(vec2(textureSize (u_texture, u_mip))));
- float tmpvar_2;
- tmpvar_2 = float(u_mip);
- a_color = textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(-1.0, 1.0))), tmpvar_2).xyz;
- a_color = (a_color + (textureLod (u_texture, (v_texCoords +
- (tmpvar_1 * vec2(0.0, 1.0))
- ), tmpvar_2).xyz * 2.0));
- a_color = (a_color + textureLod (u_texture, (v_texCoords + tmpvar_1), tmpvar_2).xyz);
- a_color = (a_color + (textureLod (u_texture, (v_texCoords +
- (tmpvar_1 * vec2(-1.0, 0.0))
- ), tmpvar_2).xyz * 2.0));
- a_color = (a_color + (textureLod (u_texture, v_texCoords, tmpvar_2).xyz * 4.0));
- a_color = (a_color + (textureLod (u_texture, (v_texCoords +
- (tmpvar_1 * vec2(1.0, 0.0))
- ), tmpvar_2).xyz * 2.0));
- a_color = (a_color + textureLod (u_texture, (v_texCoords - tmpvar_1), tmpvar_2).xyz);
- a_color = (a_color + (textureLod (u_texture, (v_texCoords +
- (tmpvar_1 * vec2(0.0, -1.0))
- ), tmpvar_2).xyz * 2.0));
- a_color = (a_color + textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(1.0, -1.0))), tmpvar_2).xyz);
- a_color = (a_color / 16.0);
- }
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